#include // stupid hack to allow access to private/protected members under test #define private public #define protected public #include #include #include #include #include #include using namespace std; using namespace crepe; using namespace testing; class ScriptTest : public Test { public: ComponentManager component_manager{}; ScriptSystem system{component_manager}; class MyScript : public Script { // NOTE: default (private) visibility of init and update shouldn't cause // issues! void init() { this->init_count++; } void update() { this->update_count++; } public: unsigned init_count = 0; unsigned update_count = 0; }; BehaviorScript * behaviorscript_ref = nullptr; MyScript * script_ref = nullptr; void SetUp() override { auto & mgr = this->component_manager; GameObject & entity = mgr.new_object("name"); BehaviorScript & component = entity.add_component(); this->behaviorscript_ref = &component; EXPECT_EQ(this->behaviorscript_ref->script.get(), nullptr); component.set_script(); ASSERT_NE(this->behaviorscript_ref->script.get(), nullptr); this->script_ref = (MyScript *) this->behaviorscript_ref->script.get(); ASSERT_NE(this->script_ref, nullptr); } }; TEST_F(ScriptTest, Default) { EXPECT_EQ(0, this->script_ref->init_count); EXPECT_EQ(0, this->script_ref->update_count); } TEST_F(ScriptTest, UpdateOnce) { EXPECT_EQ(0, this->script_ref->init_count); EXPECT_EQ(0, this->script_ref->update_count); this->system.update(); EXPECT_EQ(1, this->script_ref->init_count); EXPECT_EQ(1, this->script_ref->update_count); } TEST_F(ScriptTest, ListScripts) { size_t script_count = 0; for (auto & _ : this->system.get_scripts()) { script_count++; } ASSERT_EQ(1, script_count); }